Oath of the Templar (5e Subclass)
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Oath of the Templar
The Oath of the Templar binds the Paladin in service of a deity first and foremost- perhaps in the service of a specific temple- rather than a set of virtues. Sometimes called Crusaders, Templars, or Holy Knights, these paladins are still required to follow their deity's tenets.
|A paladin who is in service to a temple and a deity.|
Tenets of the Templar
At the 3rd level, you choose a divine domain associated with your deity, as if you were a cleric.
Oath of the Templar Spells
Your Oath Spells are the same as your Domain's spells, except instead of learning them at the same levels as a cleric, you learn them at levels 3, 5, 9, 13, and 17.
|3rd||featherfall, mage armor|
|5th||hold person, mirror image|
|13th||confusion, dimension door|
|17th||hold monster, legend lore|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Domain Channel Divinity.
You gain a channel divinity option dependent on your divine domain.
(Knowledge) Knowledge of the Ages: You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
(Life) Preserve Life: You can use your Channel Divinity to heal the badly injured. As an action, you evoke healing energy that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
(Light) Radiance of the Dawn: You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you cause any magical darkness within 30 feet of you to be dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
(Nature) Charm Animals and Plants: You can use your Channel Divinity to charm animals and plants. As an action, you channel your divine nature. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
(Tempest) Destructive Wrath: You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
(Tempest, Fire Variant) Searing Wrath: You can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
(Trickery) Invoke Duplicity: You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
(War) Guided Strike: You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
(Death) Touch of Death: You can use Channel Divinity destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + · twice your paladin level.
(Oceanic) Torrential Wrath: You can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you cause a forceful 10-foot-high wave of cold water to erupt in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.
(Time) Time on your Side: You can use your Channel Divinity to alter the flow of time to your benefit. Until the start of your next turn, your speeds are doubled, an additional bonus action, an additional reaction, and attack rolls and Dexterity saves you make have advantage, and attack rolls against you have disadvantage.
(Darkness) Shadow of the Nightmare: You can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes. As an action, you cause any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
(Love) Intoxicating Touch: You can use your Channel Divinity to intoxicate a creature. Make a touch attack against a creature, using your Charisma modifier. They must make a Wisdom saving throw against your paladin spell save DC. On a failure, the creature's mind is clouded by your beauty charm and grace, and they have disadvantage on INT, WIS, and CHA saving throws for 1 hour, as well as attack rolls against you.
(Arcana) Hastened Casting: You can use your Channel Divinity to cast a prepared spell with a casting time of one action as a bonus action. A spell slot is expended, but the level of the spell slot expended may be no higher than your 1/4 of your paladin level (rounded up) + 1.
(Luck) Lucky Hit: By saying a quick prayer, you and your allies sometimes land miraculous blows in a fight. Whenever you or a creature you see within 30 feet makes an attack roll, you can roll an additional d20 and choose which of the d20s is used. If you or the creature successfully hits, reroll any damage dice that rolled a 1 and use the new results instead.
(Travel) Tailwind: You can present your holy symbol as a bonus action to invoke your deity's blessing. For 1 minute, you and up to 5 friendly creatures gain the following benefits.
- An increase in base walking speed equal to 5ft * your Charisma modifier (min 5 feet.)
- The ability to use the Dash action as a bonus action.
- An increase in Initiative equal to your Charisma modifier (min 1).
- Attacks of opportunity have disadvantage on affected creatures.
(Peace) Cease Conflict: As an action, you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed saving throw, a creature becomes indifferent towards creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. Even if some creatures succeed on the saving throw, they may still cease hostilities if many of their allies failed the saving throw, unless the DM rules otherwise.
Turn the Unholy.
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Divinity
Starting at 7th level, when you use your Channel Divinity Feature, you and friendly creatures within 10 feet gain Temporary HP equal to your Paladin Level. The range increases to 30 feet at the 18th level.
At 15th level, when you hit a creature with a weapon attack, you do additional damage equal to your Charisma modifier (min. 1). The damage's type is dependent on your Divine Domain.
|Divine Domain||Damage Type|
|War||Base Weapon Damage|
At 20th level, you gain a feature dependent on your divine domain:
(Knowledge) Visions of the Past: You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
(Life) Supreme Healing: You would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
(Light) Corona of Light: You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
(Nature) Master of Nature: You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
(Tempest) Stormborn: You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
(Tempest, Fire Variant) Born of the Furnace: You have developed an immunity to all fire damage, including infernal fire and lava. You may also add your Charisma modifier to spells that deal fire or radiant damage.
(Trickery) Improved Duplicity: You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
(War) Avatar of Battle: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
(Death) Reaper: When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
(Oceanic) Seaborne: You have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.
(Time) Temporal Weave: You can cast the spell time stop once without a spell slot, but you must complete a long rest before doing so again. You stop aging, and you do not suffer the effects of old age.
(Darkness) Improved Shadow of the Nightmare: Your Shadow of the Nightmare has a range of 60 feet, and deals 3d10 + your Paladin Level psychic Damage. Creatures without darkvision have disadvantage on their Wisdom saving throw against it.
(Love) Object of Affection: Your charm is permeating. When a single target fails a saving throw against an enchantment or illusion spell that you cast, you may designate them as "the object of your affection". The "object" has disadvantage on saving throws against enchantment and illusion spells you cast against them, as well as any charming features you use against them for the duration. Additionally, when such spells or effects end on them, they will not realize they have been charmed, and will not act as though they had. This feature expires when they succeed against your charm effect, or an enchantment or illusion spell you cast on them, or when you designate another "object". You must complete a long rest before using this feature again.
(Arcana) Spell Mastery: You may choose one 1st level spell, and one 2nd level spell from the wizard list. You may cast these spells at will without a spell slot and material components. They are Paladin spells for you.
(Luck) Flow State: You can enter a Flow State requiring concentration as an action for up to 1 minute. During this time, you are in harmony with the universe, and gain advantage on all ability checks, attack rolls, and saving throws. The Flow State ends early if you lose concentration or if you choose to dismiss it. You cannot enter a Flow State again until you take a short or long rest.
(Travel) Divine Traveler: You can cast the spell teleport without expending a spell slot. You are always on target if possible. You must finish a long rest to use this feature again.
(Peace) Avatar of Pacification: You can cast the command spell as a 1st level spell without expending a spell slot. When you cast the spell in this manner, the target has disadvantage on the saving throw. (Forge) Forged in fire: For 1 minute you are immune to searing damage and can use heat metal without it consuming spell slots.